AI-BASED CLAY ANIMATION AS DIGITAL LITERACY IN SRIWIJAYA HISTORY AND CULTURE LEARNING

Authors

  • Yeni Raini Universitas Ibn Khaldun Bogor
  • Ika Suartika Universitas Ibn Khaldun Bogor
  • Apik Nurudin Fadillah Universitas Ibn Khaldun Bogor

DOI:

https://doi.org/10.32832/educate.v11i2.24405

Keywords:

Keywords: 3D clay animation, Artificial Intelligence, digital literacy, history and cultural heritage, Sriwijaya

Abstract

This study aims to develop and test the feasibility of AI-based Clay Animation media as a digital literacy media for learning Sriwijaya history and culture using the Hannafin and Peck Development Model which includes three main stages, namely: needs assessment, design, and development and implementation accompanied by a continuous evaluation and revision process at each stage. The resulting product is an AI-based Clay Animation media that integrates historical narratives, cinematic visuals, cultural values, and digital literacy elements so that it is able to present an authentic and meaningful learning experience. Data collection instruments are in the form of Literature Studies, Observations, Interviews and Documentation which are then processed using Quantitative and Qualitative analysis techniques. The product validation carried out obtained Very feasible results with a score of 94% from Material Experts, 92% from Media Experts, 90% from Language Experts and 93% from Learning Design Experts. Meanwhile, the trial involved audiences to assess feasibility, resulting in a score of 92.25%, practicality of 93%, and media effectiveness, as seen from the average posttest score of 86.9, compared to the average pretest score of 63.8. The N-Gain result was 0.64, categorized as Medium-High. The research output was a valid, practical, and effective digital learning animation that improved historical understanding, digital literacy skills, and student awareness of the preservation of Sriwijaya's cultural heritage.

References

Adam, SH, & Ali, SU. 2025. Utilization of artificial intelligence as a learning medium in the era of education 4.0. Socius: Jurnal Study Sciences Social, 2(11), 751-755. https://doi.org/10.5281/zenodo.15756165

Belshaw, D. 2014. The Essential Elements of Digital Literacies. London: Self-published.

Gilster, P. 1997. Digital Literacy. New York: Wiley.

Hannafin, MJ, & Peck, KL. 1988. The Design, Development, and Evaluation of Instructional Software. London: Macmillan , Collier Macmillan

Hudaidah, H., Widiadi, AN, & Susanti. LR. 2026. AI-Generated Historical Videos of the Sriwijaya Kingdom: An Innovation in History Learning and Cultural Preservation. Malaysian Journal of Historical Politics and Strategic Studies, 53(1), 56–75.

I Made Tegeh, Jampel, IN, & Pudjawan, K. 2014. Research Model Development. Yogyakarta: Graha Knowledge

Novayani, W., & Budiansyah, GE. 2022. Implementation of MDLC and Pose to Pose in a 3D Animated Film on the History of the Malay Kingdom Siak. Journal of Applied Informatics and Computing, 6(1), 34–42.

Pratama, Y., Wahyuningtyas, N., & Kurniawan, B. 2026. Immersive Reconstruction of the Sriwijaya Kingdom: Developing a Metaverse-Based Learning Environment for Cultural Preservation. Journal Dawn of Historia, 10(1), 132–145.

Putri, HR, Yuliantri, RDA, & Hudaidah . 2023. Development Sriwijaya Kingdom Digital Book Flip Book Maker Based for High School Students. Historia Journal, 11(1), 30–42.

Raini, Yeni et al. 2025. Technology Education: Theory and Applicatio. Padang: Azzia Joint Work.

Raini, Yeni. Ika Suartika. 2026. AI Educational Chatbot Based on Large Language Models (LLMs) for Learning Question and Answer Programs Science School Intermediate Top. Vol 11. No. 1. Jurnal Educate Teknologi Pendidikan. https://ejournal.uika-bogor.ac.id/index.php/EDUCATE/article/view/22622/8048

Sugiyono. 2019. Method Educational Research: Approaches Quantitative, Qualitative, R&D. Bandung: Alfabeta.

Sugiyono. 2019. Method Research and Development. Bandung: Alfabeta

Walter R. Borg, & Meredith D. Gall. 2003. Educational Research: An Introduction. Boston: Allyn and Bacon

Widyasari, E., Murtiyasa, B., & Supriyanto, E. 2024. Revolution Education with Artificial Intelligence: Opportunities and Challenges. Journal Alwatzikhoebillah. 10(2). https://doi.org/10.37567/jie.v10i2.3405

Published

29-07-2026

How to Cite

Raini, Y., Suartika, I., & Nurudin Fadillah, A. (2026). AI-BASED CLAY ANIMATION AS DIGITAL LITERACY IN SRIWIJAYA HISTORY AND CULTURE LEARNING. EDUCATE : Jurnal Teknologi Pendidikan, 11(2), 248–257. https://doi.org/10.32832/educate.v11i2.24405

Issue

Section

Artikel